JP Player Sheet

Character Stats

D&D 5e Character Stats

JP's Character
Wizard
5
Elf
8
-1
14
+2
12
+1
18
+4
13
+1
10
+0

Combat Stats

+3
+2
12
30 ft
Weapon Attacks
+2
+5
-1
+2
Spellcasting
+7
15

Saving Throws

-1
+2
+1
+7
+4
+0

Skills

+2
+1
+7
-1
+0
+7
+1
+0
+7
+1
+4
+4
+0
+0
+4
+2
+2
+1

Equipment

Longsword none
weapon, martial weapon, melee weapon
Source: PHB'14 (pg. 149)
Damage: 1d8 slashing
Properties: versatile (1d10)
Weight: 3 lb.
Value: 15 gp
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Bag of Holding uncommon
wondrous item
Source: DMG'14 (pg. 153)
Weight: 15 lb.
Value: 100 gp
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Ring of Protection rare
ring
Source: DMG'14 (pg. 191)
Attunement: requires attunement
Value: 13000 gp
You gain a +1 bonus to AC and saving throws while wearing this ring.

Spells

Fireball 3rd Evocation
Action • 150 feet • Instantaneous
Components: V, S, M (a tiny ball of bat guano and sulfur)
Classes: Sorcerer (PHB), Wizard (PHB)
Source: PHB (pg. 241)
Subclasses: Arcane Trickster (PHB) Rogue, Artillerist (TCE) Artificer, Eldritch Knight (PHB) Fighter, Light (PHB) Cleric, Fiend (PHB) Warlock, Genie (Efreeti) (TCE) Warlock, Zeal (PSA) (PSA) Cleric
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class Information

Background

Acolyte PHB
Skill Proficiencies: Insight, ReligionLanguages: Two of your choiceEquipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp Feature: Shelter of the Faithful[–] As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Source: PHB (p. 127)

Feats

Alert PHB
Always on the lookout for danger, you gain the following benefits:You gain a +5 bonus to initiative.You can't be surprised while you are conscious.Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Source: PHB (p. 165)
Lucky PHB
You have inexplicable luck that seems to kick in at just the right moment.You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.
Source: PHB (p. 167)
War Caster PHB
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Prerequisites: The ability to cast at least one spell
Source: PHB (p. 170)

Race

Aasimar MPMM
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 • Size: Small or Medium • Speed: 30 feet
Source: MPMM p7

Size. You are Medium or Small. You choose the size when you select this race.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Full Class Info